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Torn City obscure observations

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obscure observations

This page is meant to document player theories relating Torn. all are welcome to add new theories or counter existing theories in adding a new theory as well, would also be welcomed to add new sources of influence to the list as well.

some theories have user names and ids attached, these may be instances of paraphrasing, you may edit your own name out, or similarly if you are adding new theories, may include your own name and id or your references name and id.

Contents

level influence

theory

  • 1.1 level experience may influence both crime success rate and busting success rate. this was noted by watching both ebb and flow together, the most notable dive is shortly before leveling. it was easier to pick up with busts.

theory

  • 1.2 busting people out around the same level is easier.

theory

  • 1.3 the higher your level relative to your nb, the more difficult it will be to gain a higher nb, ie level influencing crime experience gains in the sense that higher levels will have more crime experience with smaller nb totals. - Hotazhel [580563]

happiness influence

theory

  • 2.1 your current happiness ratio also plays a big role in the success many things, such as crimes and gym gains most notably, maybe in fights too, feel free to expand here on what you feel happiness may influences in this way.

theory

  • 2.2 an excess in happiness may give you an edge in being more successful, such as higher gains in the gym. feel free to expand here on what excess happiness may help with here.

theory

  • 2.3 there is a belief that happiness can influence awareness (city finds).

company influence

theory

  • 3.1 efficiency drops slower when inactive employees are labeled cleaners. they would raise cleanliness a little if a three star employee, probably not as one star.

theory

  • 3.2 found most companies can go a few days without a cleaner, cleanliness dropping to say 85% didnt seem to hurt much and took a day or two to reach depending on the size of the company.

theory

  • 3.3 directors also play a role in earning income (much less then regular employees), directors may need high work stats, their work stats may get divided into the different positions.

theory

  • 3.4 compared to what was said in "3.2" cleanliness matters more now. You can get away with letting cleanliness going a little lower, but eventually it does effect things, and obviously this happens quicker with larger companies. Inactive cleaners do not clean though. - JimmyJames [581165]

drugs influence

theory

  • 4.1 back at the introduction of drugs it was believed that being addicted to drugs had a 20% passive negation on your total battle stats.

theory

  • 4.2 as well at the introduction of drugs it was believed while under the effect of xanax, you had a hidden passive negation of 40% to battle stats.

theory

  • 4.3 well overdosed you may also have a passive negation on your total battle stats.

theory

  • 4.4 training and attacking well on drugs may lower experience gains compared to doing such off drugs.

theory

  • 4.5 in relation to "4.1" instead, it works as the more addicted you are, the less effective your stats are. scaled. - JJ [581165]

theory

  • 4.6 in relation to "4.2" 40% reduction when on xanax is no longer true. believe it was in the old battle system, but no longer is. - JJ [581165]

theory

  • 4.7 passive stat increases/decreases gained through drugs such as Ketamine, PCP, and Speed may slowly be decreasing during the course of their after effects.

overdosing influence

theory

  • 5.1 overdosing may have a greater chance of occurring just after arriving off a plane or directly after the effect of the last drug taken has ended, all gut. -introvert [133650]

theory

  • 5.2 less likely to OD taking drugs whilst in hospital. - Tommeh [1013615]

theory

  • 5.3 more likely to OD with less addiction. an announcement made long ago confirmed it was like this originally but was changed. added here anyhow. - AquaRegia [1551111]

theory

  • 5.4 the general understanding is our current addiction will go away over a long enough time frame, but not our level of tolerance to drug rehabilitation, some believe tolerance to drug rehabilitation does though. - Hotazhel [580563]

armor influence

theory

  • 6.1 the use of armor will slightly reduce your dexterity's full potential.

theory

  • 6.2 though not stated in the description of armor, it is thought that body armor now covers different parts of the body better, and some dont cover certain areas at all.

weapon influence

theory

  • 7.1 each weapon comes with its own crit rate. it could be that some weapons with poor accuracy have higher crit rates. this may have been confirmed by Ched on numerous occasions, in random posts and in announcements - bogie [148747]

theory

  • 7.2 the more accurate a weapon is, the more likely it is to crit, and less likely you are to hit feet and hands. There is no hidden crit stat, accuracy effects this. using a pillow would prove such a point. - JimmyJames [581165]

theory

  • 7.3 regarding "7.2" a pillows properties have changed from time to time, it could possibly have an altered crit rate as well as altered accuracy.

education influence

theory

  • 8.1 there is also the strongly held belief that the education course "Ancient Japanese History" (10% damage increase) only influences "Japanese blade weapons" found in Japan, such as the Sai, Kama, Kodachi Swords, and maybe Chain Whip.

attack influence

theory

  • 9.1 attacker is given the advantage. well defending, def & dex aren't as effective.

theory

  • 9.2 at the 50m mark (stat gain plateau) there is a stats barrier of sorts where large

differences aren't always a certainty to victory.

theory

  • 9.3 the round theory states that there is 25 rounds in a fight before a stalemate, and

certain changes take place in our stats throughout the rounds. kinda like an endurance quality.

stats influence

theory

  • 10.1 the color of both battle and work stats could potentially indicate in how much their bonus features are being applied in total, most potential is believed to be met or at least noticed well before green (100k battle stats 20k work stats).

theory

  • 10.2 speed is believed to help lower the chances of getting caught in crimes. -noted in the wiki

theory

  • 10.3 there is a belief that dexterity plays a part with regard to busting. -noted in the wiki

theory

  • 10.4 endurance helps you gain more stats in the gym. -noted in the wiki

theory

  • 10.5 defense reduces hosp time. -noted in the wiki

theory

  • 10.6 intelligence helps with crimes. -noted in the wiki

theory

  • 10.7 have yet to find a common belief on strength or manual, feel free to mention what you think it might be. kinda toying with the idea that if defense reduces hosp time, strength may increase it.

finds influence

theory

  • 11.1 ecstasy & lsd both influence city finds. (stated in the drugs description) differing opinions had on their individual effectiveness, if they are the same or not. - djschuby [1003091]

theory

  • 11.2 another theory tied closely to "11.1" is that xanax may hurt finds.

theory

  • 11.3 individual locations play a part in finds and that activity per individual pages may influence what use our awareness has on that page, activity could also influence the amount of things that can be found there. to help support some of the theory is that two specialty items can only be found traveling to one of two locations from torn. - J3T [1265433]

theory

  • 11.4 the amount of cash found in briefcases while walking in the city was proportional to the money had on hand at the time. e.g. 100m on hand equaled briefcases with over 100k, while 1m on hand equaled briefcases with 10k. - Rory_Breaker [1007389]

theory

  • 11.5 another theory dismisses "11.2" & "11.3" and is based on the circumstance of the people who take xanax usually just train and leave, where as those on Ecstasy/LSD and even other drugs, mess around with the city page more due to either their belief in the drug or due to their drugs shorter after effects and that their more constantly active. - Rory_Breaker [1007389]

theory

  • 11.6 there is peak times of the month ton find items, usually around the 16 to 18 of the month. through vip's experience. time might be a factor to consider. - V_I_P [1402123]

theory

  • 11.7 awareness might also play a part in finds at the dump, such as your success rate of finding an item each time you search.

theory

  • 11.8 being inactive improves stock dividend results - Beerstein [1322136]

theory

  • 11.9 less active players tend to find more valuable items - VJ94 [1556105]

crime exp influence

theory

  • 12.1 crime enhancers apparently help you "get over the hump" in crime experience. So if you're close to being able to pass a crime, the enhancers make it so you can. Once you're able to pass it proficiently, they do no good. As I was re-raising my nervebar, I noticed they did help and allowed me to successfully pass GTAs and Arsons with 15-20 nervebar. - JimmyJames [581165]

theory

  • 12.2 busting is a good form of gaining crime experience. The higher the level and time you bust the more crime experience you gain. the original torn manual mentioned busting helped "crime skill" as well - tc basic reference from a guide

theory

  • 12.3 if you get caught busting you do not lose crime experience. -tc basic references this in a guide

theory

  • 12.4 ranking, refers to the particular member's position in any OC result. your “rank” determines your natural crime experience in relation to the other members - Janushka [1413750]

theory

  • 12.5 a further chance at increasing success rate on harder organized crimes is to have all the members take cannabis before you run the oc, it might possibly give the team an overall boost in the organized crimes rate of success.

theory

  • 12.6 the first attempt with a team for pa is always a failure, unless it is simply one members changing out, don't mix other oc in. - Hotazhel [580563]

theory

  • 12.7 the organized crime political assassination might require the four members involved to have over 20k busts between them to have a chance of succeeding at.

theory

  • 12.8 in relation to "12.6" many tests performed showed that you do not need to fail a Political Assassination OC before succeeding with a group. - Link [1413750]

theory

  • 12.9 directly after using a nerve refill, your chance of success is increased. nothing solid, all gut. - introvert [133650]